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Overview
Add terrain zones to scenarios that affect the movement speed of entities passing through them. Examples include swampy areas that slow both zombies and survivors, rubble that impedes movement, or roads that provide a speed boost.
Design
- A new
Component_TerrainEffect(orComponent_MovementZone) using anArea3Dto detect entities entering/leaving the zone - Applies a configurable speed multiplier to
movement_speedon affected entities - Works with both enemies (base
movement_speedonenemy.gd) and survivors (panic_move_speedonComponent_PanicBehavior) - Zones are static parts of a scenario (not player-placeable, at least initially)
- Multiple effect types possible: slow (swamp/mud), speed boost (road), etc. — the existing
Component_PassiveDamageis a precedent for area-based effects
Visual Feedback
- Ground decal, particle effect, or material overlay to clearly communicate the zone to the player
- Consider minimap representation
Technical Notes
- Terrain zones do not need to be navigation obstacles — purely
Area3D-based triggers - The
Component_Sprintalready modifiesmovement_speeddirectly; the terrain effect should stack/interact cleanly (e.g., save and restore base speed, or use a multiplier stack) - Needs to handle entities that are already inside the zone when the scene loads
Future Possibilities
- Damage-over-time zones (fire, acid) — could integrate with
Component_PassiveDamage - Player-placeable terrain modifier obstacles
- Zone types defined as config resources (
Resource_TerrainZone) for data-driven design
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